Standard EXP rewards for thread progression changed from (5 EXP * Player's Tier) for every 30 words to (Word Count / 10) * (Player's Uncapped Tier) * (Group Factor).
Group factor table:
EXP (Group) Factor
Heyo! This patch isn't quite as big as the rest, but we've got interesting things lined up regardless- Custom Skills mostly! With this update, Custom Skills are being put back into play but with some rules to them to keep the process much more clear cut and easy to follow. So let's get down into the nitty gritty of things!
So, first things first. The big stuff, every single CS that existed prior to 3.1.1 needs to be resubmitted for approval in order to be usable again. Th
Yo yo yo! It's time for the next patch, and a small break from updates with it. I'll go more in depth once I'm done listing all the changes below, but please do check the bottom of the blog if you don't care about the numbers too much. To get back on track though, this update brings the new combat system playtested two weeks prior, alongside QoL changes in the form of adjusting Dungeons' difficulty, fixing EXP acquisition rates and lowering the amounts of EXP needed to level up, revamping the Pa
Hiya. Just hitting you all with patch 3.0.2, the main highlight of which is a new SA system that's being tested. You can find it in this thread, as an event. In order to sign up for it, you just need to run your threads with the new combat found on it, and make sure to have marked your thread with [PT] at the very start. Any threads done during the playtest will provide quest progress and the standard thread reward, so please make the most of it and give us your feedback when the event is over i
Hey! Staff is currently looking to update 3.0 systems. From previous discussions, this has meant ideas like working on Sword Arts to remove cooldowns. Today, we'd like to gauge interest on another aspect of the game that 3.0 has brought about: Unique Skills (US) and Custom Skills (CS).
The way to obtain a Unique Skill is simple: at the time of writing, Level 31 characters may submit a thread every week to roll for a US. There are 10 US available to players at the moment, meaning that once t
Systems & Development Comments: ah jeeves here we go
Item Fusion for consumables is now available. This includes the fusion of Demonic consumables.
The cost of materials sold in General Merchant has now been increased from 300col to 700col.
System & Development Comments: There was a concern over the value of player-obtained materials since the price of materials in the General Merchant was considered cheap. The price has been raised, alt
Incognito Antics Removed, Quest Line is now a Two-Part Series
Failure Condition Removed from Incognito Analysis
Incognito Analysis SP Reward increased to from 3 SP to 5 SP
Incognito Assassination SP Reward increased from 5 SP to 7 SP
Disguise Quest Condition Removed (Incognito Analysis)
Disguise condition replaced with “Intercept.”
After failing to trail Uso-Tsuki with Stealth, one can elect to fight Hogo-sha. Upon his defeat, he drops a coded
Just a quick update rolling off the line right now. First and foremost, we're going to be standardizing crafting cooldown. In lieu of waiting a full 24 hours between crafts, the cooldown on a crafting day will reset at 12:00am local time for all users. The Player Support Team already recognizes this; I'm merely making this the new standard.
Finally, for the meat of the update. Tierless item classifications. If you craft an item that does not scale with material tier, you will generate a "Ti
Crafting in a player's shop thread is now considered an out-of-character interaction.
Systems & Development Comments: One of the main reasons why crafting required a 100 word requirement was because the «Merchants and Shops» sub-forum is considered an in-character sub-forum. Now that crafting is an out-of-character interaction, there is no longer a 100 word requirement while crafting. However, any in-character interaction (e.g. interacting with another
Players must roll to maintain Stealth at the beginning of their turn. If a player wishes to attack out of stealth they must roll to maintain stealth and attack in the same roll (declaring both in the purpose). If they failed to maintain stealth, they are considered detected and would lose any appropriate bonuses before their action is processed.
Simplified Passive Stealth Detection rules (whenever the stealth roll falls below the passi
New mechanic: Passive Stealth Detection:
Follows the general rules of stealth detection except it is performed at the start of combat, the turn a player enters stealth, and on the opposition's turns.
The passive stealth detection rating is (10 + stealth detection bonuses) and is performed against the enemy's stealth rolls. In the case of a tie, the stealthed player wins.
Does not count as an action.
Unless declared othe
In the aftermath of the recent Event Bosses, the corruption that had wracked Floor 13 was halted and life has started to adjust in response. As such, Floor 13 has new quests and has been revamped. Look for its Floor Description in this thread. A quest has also been added to the Floor.
Under the current wording, Parry's effect lasts until the user is hit with a successful attack. The energy is spent when the Parry skill is used and the coo
<<Bosses, Skills & Enhancements Update>>
SAO-RPG Patch 2.6
Teleport Crystals (Clarification):
Teleport Crystals take a post action to use, at which point they immediately teleport the player [out of combat] to the specified area/settlement, in the same turn. The previous ruling, in which the player did not teleport away until the start of their next turn is incorrect. Our apologies for any confusion regarding this mechanic!
General Rule Changes:
We have had downgrading plot for a while now, but now we have added selling rooms! The issue came up that a player could downgrade their plots, but the rooms wouldn't be refunded at all. It has now been decided that you can sell rooms for 75% of their original cost. This means that each non-upgraded room can be sold for 7,500 col since it cost its normally 10,000. A Upgraded room would return 26,250 col as that is 75% of 35,000.
Selling Entire House
When selling an en
<<The following mechanics have been changed!>>
LD rolls of 11-14 give 1 material. LD rolls of 15+ give 2 materials. Gatherer skill is added to this roll as well. Fishing:
Monsters and bosses never spawn. Fishing receives no bonus materials. CD 12s require a LD of 15+ (modifiers allowed) to fish up a treasure chest. If 1-14, players receive 4 materials. Treasure Chests:
LD of 1-3 does not result in a mimic
<<Crafting and Adventuring Update>> SAO-RPG Patch 2.5.1
Please note that the following is out of character knowledge.
Time progresses at a different rate in the game than in our characters' real lives. As of November 6, 2017 (OOC real time), characters should have the perception that 2 years have passed since the game's launch. This will continue to roughly mirror the passage of real time until the game's completion. The note that the perception of time i
<<2.5.0 Patch Notes>>
The main rules/tutorial section has been rewritten.
A Resources section has been added. This contains reference material such as the SP/Level chart, Skills list, Enhancement list, individual profession stats, and a new FAQ.
General Rule Changes:
Word count requirement in Merchants & Shops section has been reduced to 100 from 150.
Col logs are no longer required to include in jou
The [Banker System] is now in effect!
Please visit the link above for the full rules and instruction on how to use the Spending account. This system is mandatory and will be used to distribute thread rewards going forward. For existing players that need to set their initial resource values, visit the [Spending Account] thread to have these totals evaluated and added.
Until further notice, players must still continue to track col transactions in their journals.
Feel free to contact